Syde7
The Sultan of Smut
Introduction & Purpose:
Smash 4 is a game that revolves heavily around "Bread & Butter" combos & strings at low to moderate percentages and read (or DI) dependent confirmations after set-ups.
To those unfamiliar, the term "Bread & Butter" is defined as: "a person's livelihood or main source of income, typically as earned by routine work." To put that into Smash terms, they are the things which are mostly simple (though can be somewhat advanced) that a character relies on as the foundation of their game, the 'staples' if you will.
The purpose of this thread is to help us ROBs collect, organize, and properly display the various combos, strings, follow-ups, etc that are available to ROB so that we, as players can optimize our play at every possible turn. The initial purpose of this thread is to catalog as many pertinent strings, combos, etc... but will also include various common (and less common) and effective set-ups and conversion options.
Many of the strings, combos, and set-ups that are available to ROB (or any character) is largeley dependent on weight classes and percentages. Of course, even these percentages can be skewed and inconsistent due to stale move negation and the rage mechanic. That is to say, Combo X may only work on lightweights until 30%, but will work on heavyweights until 70%; Combo Z may start to be used at 40% on lightweights, but 80% on heavyweights; Combo F may (lead into a) KO on heavyweights at 130%, but may (lead into a) KO on lightweights at 90%. As such, when these factors come into play, so that we are all on the same page/have the same understanding of information, I strongly advise using the Weight Class Table below.
Weight Class Table:
The information was pulled directly from here, which was posted by user Aerodrome on these very boards. Weight class values, iirc were assigned by using a certain move (what it was escapes me) to KO the various characters from a certain point on a certain stage. They are used mostly for comparison with one another, that is to say they are relative to one another and the value shouldn't be considered on its own. They may not be 100% accurate, but serve as a good guide for discussion and categorical purposes. If anyone has updated information, please don't hesitate to post it.
|WEIGHT CLASS TABLE|
RANK | CHARACTER | WEIGHT VALUE
SUPER HEAVYWEIGHT||
1|Bowser|128
2|Donkey King|122
3|King DeDeDe|119
4|Charizard|115
5|Ganondorf|112
HEAVYWEIGHT||
6-7|Bowser Jr.|108
6-7|Samus|108
8-9|Ike|107
8-9|Wario|107
10|ROB|106
11-13|Captain Falcon|104
11-13|Link|104
11-13|Yoshi|104
14-15|Shulk|104
14-15|Megaman|104
16|Mii Fighters (Default Height/Weight)|100
17|Lucario|99
MIDDLEWEIGHT||
18-19|Mario|98
18-19|Dr. Mario|98
20-21|Villager|97
20-21|Luigi|97
22-24|Wii Fit Trainer|96
22-24|Pit|96
22-24|Dark Pit|96
25-27|Robin|95
25-27|Sonic|95
25-27|Pacman|95
28-29|Greninja|94
28-29|Ness|94
30-31|Toon Link|93
30-31|Diddy Kong|93
32-33|Palutena|91
32-33|Duck Hunt|91
34-35|Marth|90
34-35|Lucina|90
36|Peach|89
FEATHERWEIGHT||
37-38|Zelda|85
37-38|Sheik|85
39-40|Falco|82
39-40|Little Mac|82
41|Zero Suit Samus|81
42|Meta Knight|80
43-45|Fox|79
43-45|Pikachu|79
43-45|Olimar|79
46|Rosalina|78
47|Kirby|77
48|Mr. Game & Watch|75
BALLOONWEIGHT||
49|Mewtwo|72
50|Jigglypuff|68
Percent Categories:
As wonderful as it would be to get exact percentages, that's really an unrealistic expectation given the wide array of variables that can alter the effective percentages (such as the rage mechanic and stale move negation). So, in an effort to simplify things, it may be easier to break these percentages into effective ranges. For the sake of making sure we are all on the same page, refer to the table below:
PERCENT CLASS
|
PERCENTAGE RANGE
Low|0 to approx. 15%
Low-Mid|15% to approx 30%
Mid|30% to 50%
High-Mid|50% to 70%
High Percent|>80%
If anyone disagrees with how these ranges are broken down, don't hesitate to let me know. If several people feel that the ranges should be altered, I'd be happy to do so.
When detailing the various combos strings and their applicable/effective percent ranges, please refer to the weight table grouping. If there is a marked percentage difference between characters within the same class (over >10-15%), or if there are characters within that class that are excluded from the combo/string working on, please notate that whenever possible.
Finally, if there is a percentage where the string is guaranteed (thus, a combo), please notate that if possible. If the string can still work up to a certain percentage, but is dependent on DI or an airdodge, please notate that if possible.
I know that may sound like a LOT of work, and I'll admit it is. But, all of the information isn't required, its just extremely helpful.
Smash 4 is a game that revolves heavily around "Bread & Butter" combos & strings at low to moderate percentages and read (or DI) dependent confirmations after set-ups.
To those unfamiliar, the term "Bread & Butter" is defined as: "a person's livelihood or main source of income, typically as earned by routine work." To put that into Smash terms, they are the things which are mostly simple (though can be somewhat advanced) that a character relies on as the foundation of their game, the 'staples' if you will.
The purpose of this thread is to help us ROBs collect, organize, and properly display the various combos, strings, follow-ups, etc that are available to ROB so that we, as players can optimize our play at every possible turn. The initial purpose of this thread is to catalog as many pertinent strings, combos, etc... but will also include various common (and less common) and effective set-ups and conversion options.
Many of the strings, combos, and set-ups that are available to ROB (or any character) is largeley dependent on weight classes and percentages. Of course, even these percentages can be skewed and inconsistent due to stale move negation and the rage mechanic. That is to say, Combo X may only work on lightweights until 30%, but will work on heavyweights until 70%; Combo Z may start to be used at 40% on lightweights, but 80% on heavyweights; Combo F may (lead into a) KO on heavyweights at 130%, but may (lead into a) KO on lightweights at 90%. As such, when these factors come into play, so that we are all on the same page/have the same understanding of information, I strongly advise using the Weight Class Table below.
Weight Class Table:
The information was pulled directly from here, which was posted by user Aerodrome on these very boards. Weight class values, iirc were assigned by using a certain move (what it was escapes me) to KO the various characters from a certain point on a certain stage. They are used mostly for comparison with one another, that is to say they are relative to one another and the value shouldn't be considered on its own. They may not be 100% accurate, but serve as a good guide for discussion and categorical purposes. If anyone has updated information, please don't hesitate to post it.
RANK | CHARACTER | WEIGHT VALUE
SUPER HEAVYWEIGHT||
1|Bowser|128
2|Donkey King|122
3|King DeDeDe|119
4|Charizard|115
5|Ganondorf|112
HEAVYWEIGHT||
6-7|Bowser Jr.|108
6-7|Samus|108
8-9|Ike|107
8-9|Wario|107
10|ROB|106
11-13|Captain Falcon|104
11-13|Link|104
11-13|Yoshi|104
14-15|Shulk|104
14-15|Megaman|104
16|Mii Fighters (Default Height/Weight)|100
17|Lucario|99
MIDDLEWEIGHT||
18-19|Mario|98
18-19|Dr. Mario|98
20-21|Villager|97
20-21|Luigi|97
22-24|Wii Fit Trainer|96
22-24|Pit|96
22-24|Dark Pit|96
25-27|Robin|95
25-27|Sonic|95
25-27|Pacman|95
28-29|Greninja|94
28-29|Ness|94
30-31|Toon Link|93
30-31|Diddy Kong|93
32-33|Palutena|91
32-33|Duck Hunt|91
34-35|Marth|90
34-35|Lucina|90
36|Peach|89
FEATHERWEIGHT||
37-38|Zelda|85
37-38|Sheik|85
39-40|Falco|82
39-40|Little Mac|82
41|Zero Suit Samus|81
42|Meta Knight|80
43-45|Fox|79
43-45|Pikachu|79
43-45|Olimar|79
46|Rosalina|78
47|Kirby|77
48|Mr. Game & Watch|75
BALLOONWEIGHT||
49|Mewtwo|72
50|Jigglypuff|68
Percent Categories:
As wonderful as it would be to get exact percentages, that's really an unrealistic expectation given the wide array of variables that can alter the effective percentages (such as the rage mechanic and stale move negation). So, in an effort to simplify things, it may be easier to break these percentages into effective ranges. For the sake of making sure we are all on the same page, refer to the table below:
Low|0 to approx. 15%
Low-Mid|15% to approx 30%
Mid|30% to 50%
High-Mid|50% to 70%
High Percent|>80%
If anyone disagrees with how these ranges are broken down, don't hesitate to let me know. If several people feel that the ranges should be altered, I'd be happy to do so.
Finally, if there is a percentage where the string is guaranteed (thus, a combo), please notate that if possible. If the string can still work up to a certain percentage, but is dependent on DI or an airdodge, please notate that if possible.
I know that may sound like a LOT of work, and I'll admit it is. But, all of the information isn't required, its just extremely helpful.
Last edited: